Cosmotecture

A more serious look at video games

Posts tagged narrative

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Architecture in The Witness

It seems Jonathan Blow is collaborating with architecture firms in designing and laying out structures in The Witness’s game world. This is a good read regardless if you care about the game. Sounds like he is taking environmentally embedded narrative seriously and to the extreme.

The island reminds me a lot of Lost’s island, and how the successive inhabitants—through time—created, destroyed and modified portions of it to suit their needs and reflect their thinking. Now, if Blow can somehow make this consciously embedded narrative more than a fancy ingredient to spice up the experience—make it consistent and mesh with the other elements and themes of the game—then he will have truly achieved something here.

Filed under narrative architecture game design game development the witness jonathan blow lost

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Posting this here as a reminder to myself and a sort of preview of future essays:

  • some recent thoughts on the nature and criticism of art, and how it might apply to gaming
  • subjectivity as a harmful game design approach
  • gaming as a meaningful experience vs. gaming as a mechanical experience

Just for fun, here are some random topics I may write about eventually as well, either in essay form or embedded in commentaries: environmental narratives, importance of logical consistency in narratives and world design, the evocative power of quality character animations, the importance of melody-driven game soundtracks… and more.

Filed under essay game design video games gaming art narrative subjectivity